The last time I updated this blog, we’d just finished our Pathfinder Ptolus play test (i.e. a test to see how we all liked Pathfinder 2e as a replacement for D&D 5e on the heels of WotC OGL debacle). Now, some people think that because Hasbro/WotC backed down, released D&D 5e under Creative Commons, and otherwise tried to mend fences, that everything is hunky-dory now. Some people didn’t care one way or another. However, I have seen enough shenanigans from WotC that the OGL debacle burned the last bridge for me and I am no longer willing to give them money. I personally feel I can achieve a D&D feel with a different system, particularly one that was designed to feel like D&D in the first place, like Pathfinder.
We found Pathfinder 1e to be a bit too rules-heavy (i.e crunch). I don’t know that Pathfinder 2e is a lighter system, but it’s organized differently and streamlined, taking it further away from its roots as D&D 3.75 and more towards being it’s own game. To me, as a GM, it’s easier to run and understand than Pathfinder 1e was, plus Paizo is unionized and has developed their own gaming license, ORC. Whether we’ll stick with Pathfinder 2e as our fantasy system of choice going forward has yet to be determined. If PF2 doesn’t work out, maybe I’ll give Savage Worlds a try. If all else fails, we can return to D&D 5E, but it will be time-locked to only use the rules I have and whatever 3rd party supplements have Foundry VTT support. I will not be returning to D&D Beyond, nor will I adopt WotC’s walled garden VTT, whatever that ends up being.
Anyway, after the Pathfinder Ptolus play test, we elected to follow tradition by playing something different. I’ve found it helps prevent burnout to alternate between a Fantasy RPG and something different. So, I ran a campaign of Modiphius’s Fallout RPG. Most of us in the group were very familiar with Fallout. I’ve played the Fallout CRPGs since the first Fallout came out in 1997.
The campaign, Rangers of the Wasteland, featured five characters:
Fran – A Mister Handy (Miss Nanny)
Jackson “Wraith” Wilson – A ghoul mercenary/sniper
Kruul – A Super Mutant bruiser
Dr. Devi Nok – A Mister Handy (Mister Orderly)
Draven Steele – A smooth-talking gunslinger
The problem with naming a campaign ahead of time is that player-driven developments can shift the focus to places that take you away from your original idea, so they ended up not actually becoming NCR (New California Republic) Rangers or even interacting with the NCR much at all past the first couple of sessions and the very last session. I also had an idea for some super mutants finding an EMP device and being a menace with that, but that didn’t last past the first time I gave a hint because I realized that plot line would probably render two characters completely ineffective for the majority of the time they were engaged with it (I come up with the concept before I knew there would be two robots in the group, so I dropped it once I realized repeated and sustained EMPs would quickly cease to be a fun challenge and would instead be tedious and unfun).
Ultimately, they went on a search for a GECK and after 8 (I think) session, found one in a vault, and activated it in the region of Holbrook, AZ. Ultimately, we only got in 8 sessions between April 7, 2023 and January 12, 2024, which made me feel like the game was cursed and I struggled to get a handle on the system with so many cancellations and postponements.
I have mixed feeling about Modiphius’s Fallout RPG. The game itself has a look that really evokes the computer games. So, it looks and feels like Fallout. It’s heavily influenced by Fallout 4, though, so you have to do some home brewing to fit it into the American SW/California region where earlier Fallout games (including New Vegas, which remains one of the most popular modern-era Fallout games). The decision to leave Robobrains out is a little baffling, since they do appear in Fallout 4 (though I don’t recall whether they appear in the base game or they were added with the Automatron DLC).
Playing it on a Virtual Tabletop (Foundry is my VTT of choice) helped with a lot of the mechanics, but there are a lot of scavenging and and crafting mechanics in the game which are definitely more suited to face-to-face tabletop play. And since crafting and Workshop mode was a large element of Fallout 4, Modiphius attempted to incorporate that into the tabletop RPG. Which… is fine, but if your campaign doesn’t use those elements, you see how integrated they are into the rest of the rules. I felt like something was missing from our game, as a result. That sort of community building (where you construct entire communities from scrap) works well in computer games, but I prefer that sort of thing to be abstracted in my tabletop RPGs. I don’t necessarily find it fun to make skill rolls and calculate passage of time to see how long it takes to build the wall around your community of semi-trailer houses and whatnot, or track how much and what kind of scrap you can salvage from an area. I don’t think it really added anything to the campaign.
That doesn’t mean there aren’t campaigns styles where that wouldn’t be valuable. But, if I run it again, I would know better than to try to incorporate crafting and community building and I think I would just handwave things like weapon mods and repair parts and things like that. It’s a lot of accounting, otherwise, especially with all the foods, beverages, chems, and other minutiae to track. One of my players was keeping a spreadsheet. That’s not the kind of game I want to play. Clearly, the developers found Fallout 4’s survival mode and Workshop functions to be the most fun part of the game, where I like the exploration and progressing through the stories more (my Fallout 4 review from 2016 has an entire mini-rant about the workshop controls being an accessibility fail).
Switching from the tactical, mini-based combat style of D&D took a few sessions to get used to, too. I realized after the first session that the range bands and other abstractions of the 2d20 system meant trying to set up battlemaps with miniatures was pointless, and in fact, caused confusion since the system doesn’t really support that kind of tactical combat. Of course, it meant finding backgrounds became as simple as a Google image search and I could just plop the appropriate tokens on there to have a visual reference for the numbers and types of opponents. The role-playing aspect of the game is fairly well supported by the rules, so if you have a role-play heavy group, a lot of the issues I had probably won’t come up, but of all of us who played the Fallout computer games extensively, I don’t think any of us ever tried a pacifist run, because that’s not really how those games are intended to be played.
In preparation for this campaign, I played Fallout 3 and New Vegas again, using the Tale of Two Wastelands mod, which incorporates Fallout 3 into Fallout: New Vegas as a mod and lets you freely move back and forth between the Mojave and Capital Wastelands using the same character to complete both games (after you unlock the train station). In 2016, I said I preferred Fallout 3’s Capital Wasteland to the Mojave. After playing Fallout 3 again, I no longer feel that way and put New Vegas on top of the other modern-era Fallout titles (so New Vegas -> Fallout 4 -> Fallout 3 -> Fallout 76 ——> New Vegas: Dead Money DLC still sucks). It’s also a LOT easier to find suitable images for use on a VTT of the American SW as a setting, than of something like the Capital Wasteland or the Commonwealth (in which I’d have to use in-game images from Fallout 3 or 4 because I can’t just bomb a major city to get the look I want for a game), or of my preferred local setting (believe it or not, it’s really hard to find reference images of Indianapolis as a ruined wasteland). This is a really good argument to run the Fallout RPG as full theater-of-the-mind, rather than trying to use visual aids in a VTT.
Maybe if we hadn’t had to cancel so many games and I could have had some continuity of play, I would have enjoyed it more. This was my first experience running the Modiphius 2d20 system, so maybe I just bounced off of that. Sometimes, I felt like the system was fighting me as a GM, something I didn’t experience when I ran Fallout one-shots using Fate Accelerated (now that took some homebrewing, but it was dead easy) or Fantasy Flight’s Genesys system, but that could just be because we’d often have 4-6 weeks in between games. I would be interested in trying a Fallout-style game again using Monte Cook Games’ Cypher System supplement Rust and Redemption, and I am not going to rule out running the 2d20 system again. And now that I’ve entered so much of the equipment, perks, and such into Foundry (someone else set up the core rules module in Foundry, but it really just an automated combat engine), it seems a shame to let all that effort go to waste. Modiphius elected, sometime after we started, to officially support Roll20, but Roll20 can suffer from connectivity issues during peak times and… I really did not want to have to purchase yet another copy of the game to be able to play it.
As for the next game? Well, we’ve already started my Pathfinder 2e Ptolus game, a direction continuation of the Mask of the Fire Lord campaign. Ptolus has been “rescued” from the Astral Sea and has found a new home on the world of Calliome. If that sounds familiar, that’s because it’s the world in which my fantasy novels take place. I haven’t decided yet if I’m going to do a session-by-session recap here on the blog. I know it’s useful for my players (when they read it), but I didn’t miss writing it up for the Fallout game.






